Concealment: Difference between revisions

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!  !! Concealment Level !! Effects  
!  !! Concealment Level !! Effects  
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| 1 || Detected || Enemies know where you are. </br> Enemies can detect you with their primary sense. ||  
| 1 || Detected || Enemies know where you are. </br> Enemies can detect you and target you. ||  
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| 2 || Obscured || Enemies know where you are </br> Enemies can't see you. </br> Enemies have disadvantage. ||  
| 2 || Obscured || Enemies know where you are </br> Enemies can't detect you clearly. </br> Enemies have disadvantage. ||  
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| 3 || Hidden || Enemies ||  
| 3 || Hidden || Enemies know where you are. </br> Enemies can't detect you. </br> You have advantage. ||  
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| 4 || Undetected || Example ||  
| 4 || Undetected || Enemies don't know where you are, but know you are present. </br> Enemies can't detect you. ||  
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| 5 || Unknown || Example ||  
| 5 || Unknown || Example ||  
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===Detected===
===Detected===
Enemies know that you are present and can use their senses to target you. Generally this requires the enemy creature's most honed and effective sense, like sight for most creatures. Some creatures use other senses as their primary sense.
Enemies know that you are present and can use their senses to target you. Generally this requires the enemy creature's most honed and effective sense, like sight for most creatures. Some creatures use other senses as their primary sense.


===Obscured===
===Obscured===
Enemies know that you are present and can use their senses to target you, but due to dim light, mist or otherwise disruptive elements that reduces the performance of the enemy senses, you count as obscured. While obscured, creatures have disadvantage on checks against you, like attack rolls.
Enemies know that you are present and can use their senses to target you, but due to dim light, mist or otherwise disruptive elements that reduces the performance of the enemy senses, you count as obscured.  


While obscured, you gain the following benefits:
* Creatures have disadvantage on ability checks against you, like attack rolls.


===Hidden===
===Hidden===
Enemies know that you are present but don't know your specific location and can't use their senses to target you. While hidden, you have a cover bonus ranging from half-cover to total cover, as well as any bonuses from being obscured.
Enemies know that you are present and know your general location, but can't use their senses to target you.  
 
To continue being hidden, a creature must either stay behind cover or be in an area that
 
 
A creature that’s hidden is only barely perceptible. You know what space a hidden creature occupies, but little else. Perhaps the creature just moved behind cover and successfully used the Hide action. Your target might be in a deep fogbank or behind a waterfall, where you can see some movement but can’t determine an exact location.
 
Maybe you’ve been blinded or the creature is under the effects of invisibility, but you used the Seek basic action to determine its general location based on hearing alone. Regardless of the specifics, you’re flat-footed to a hidden creature.
 
When targeting a hidden creature, before you roll to determine your effect, you must attempt a DC 11 flat check. If you fail, you don’t affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain flat-footed to the creature, whether you successfully target it or not.
 
 
 
 
 
The most fundamental tasks of adventuring—noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few—rely heavily on a character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.
 
A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.
 
A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the blinded condition when trying to see something in that area.
 
The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.
 
Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.
 
Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.
 
Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.
 
 


While hidden, you gain the following benefits:
* Creatures have disadvantage on ability checks against you, like attack rolls, and must use their luck ability modifier instead of their normal modifier for the roll.
* When you make an ability check, like an attack roll or spellcasting check, you have advantage on the check. Whether or not you succeed or fail, making an attack or otherwise noticeable action, takes you out of hiding and you become either obscured or detected.


In addition, remember to check if you gain any possible cover bonuses if you are hiding behind a solid object or creature, ranging from half-cover to total cover.


To continue being hidden, you must either stay behind cover or be in an area that is obscured.


===Undetected===
Enemies know that you are present, but don't know you specific location and can't use their senses to target you.


While undetected, you gain the following benefits:
* Creatures have disadvantage on ability checks against you, like attack rolls, and must use their luck ability modifier instead of their normal modifier for the roll. Additionally, any creature that makes an ability check against you must first guess the space that you occupy.
* When you make an ability check, like an attack roll or spellcasting check, you have advantage on the check. Whether or not you succeed or fail, making an attack or otherwise noticeable action, takes you out of hiding and you become either obscured or detected.


When you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the DM typically just says that the attack missed, not whether you guessed the target's location correctly.
When making an ability check against a creature that is undetected and you fail, the GM decides whether or not you know if you missed because of failing the check or choosing the wrong space.


When a creature can't see you, you have advantage on attack rolls against it.
===Unknown===
Enemies don't know that you are present and don't know your location, meaning they can't and won't use their senses to target you.


If you are hidden—both unseen and unheard—when you make an attack, you give away your location when the attack hits or misses.
While unknown, you gain the following benefits:
* When you make an ability check, like an attack roll or spellcasting check, you have advantage on the check. Whether or not you succeed or fail, making an attack or otherwise noticeable action, takes you out of hiding and you become either obscured or detected.

Revision as of 18:16, 15 December 2023

Concealment Level Effects
1 Detected Enemies know where you are.
Enemies can detect you and target you.
2 Obscured Enemies know where you are
Enemies can't detect you clearly.
Enemies have disadvantage.
3 Hidden Enemies know where you are.
Enemies can't detect you.
You have advantage.
4 Undetected Enemies don't know where you are, but know you are present.
Enemies can't detect you.
5 Unknown Example

Detected

Enemies know that you are present and can use their senses to target you. Generally this requires the enemy creature's most honed and effective sense, like sight for most creatures. Some creatures use other senses as their primary sense.

Obscured

Enemies know that you are present and can use their senses to target you, but due to dim light, mist or otherwise disruptive elements that reduces the performance of the enemy senses, you count as obscured.

While obscured, you gain the following benefits:

  • Creatures have disadvantage on ability checks against you, like attack rolls.

Hidden

Enemies know that you are present and know your general location, but can't use their senses to target you.

While hidden, you gain the following benefits:

  • Creatures have disadvantage on ability checks against you, like attack rolls, and must use their luck ability modifier instead of their normal modifier for the roll.
  • When you make an ability check, like an attack roll or spellcasting check, you have advantage on the check. Whether or not you succeed or fail, making an attack or otherwise noticeable action, takes you out of hiding and you become either obscured or detected.

In addition, remember to check if you gain any possible cover bonuses if you are hiding behind a solid object or creature, ranging from half-cover to total cover.

To continue being hidden, you must either stay behind cover or be in an area that is obscured.

Undetected

Enemies know that you are present, but don't know you specific location and can't use their senses to target you.

While undetected, you gain the following benefits:

  • Creatures have disadvantage on ability checks against you, like attack rolls, and must use their luck ability modifier instead of their normal modifier for the roll. Additionally, any creature that makes an ability check against you must first guess the space that you occupy.
  • When you make an ability check, like an attack roll or spellcasting check, you have advantage on the check. Whether or not you succeed or fail, making an attack or otherwise noticeable action, takes you out of hiding and you become either obscured or detected.

When making an ability check against a creature that is undetected and you fail, the GM decides whether or not you know if you missed because of failing the check or choosing the wrong space.

Unknown

Enemies don't know that you are present and don't know your location, meaning they can't and won't use their senses to target you.

While unknown, you gain the following benefits:

  • When you make an ability check, like an attack roll or spellcasting check, you have advantage on the check. Whether or not you succeed or fail, making an attack or otherwise noticeable action, takes you out of hiding and you become either obscured or detected.